Welcome one and all to my Heroscape custom units thread!! Here you'll find a wide variety of who knows what. To be honest, I don't have too much of a theme other than cool. If it's a cool concept or a cool figure...I'll do something with it. So let me know what you think!

I've been working on many of these for over a year...but that doesn't mean they're perfect. I feel pretty good about most of them, but any and all feedback would be nice. I'm still playtesting some, and others are even still under revision.

CHOPPING BLOCK
Feedback Requested

Below are a number of current projects I'm working up to for the SoV. They are in order of readiness. I'm curious to see what you all have to say regarding some of them as I'm kind of dividing my time between which one suits my fancy and playtesting them and altering them all somewhat simultaneously.

Conceded the game with only Isamu, Binder, Hound and Wraith left after losing Xundar and all my OM's.

Survived: Crixus (2 wounds), Spartacus (full), 7 Gladiators

Special Abilities
Tentacle Grab activated 1/4, Shadow Hunting activated 2 times and killed both times. Used the Demon SA once, but didn't kill anything. Wraith was going to get Crixus, but could never get it set up because of the failed Tentacle Grabs.

Summary
This was a sad showing for the Shadows. They had plenty of opportunities to make a comeback, including a key initiative switch, but honestly this game was about dice. Xundar was in a compromising situation and it really made it difficult to operate on the defensive with these guys. BiggaBullfrog mentioned that a really nice utility of the Binders would be to Tentacle Grab ANY figure rather than just opponents. This wouldn't make sense really to Grab other Shadows as they can maneuver wherever they want basically, but for Xundar who might be in a tight spot this could be really good for him AND for early game when you're trying to get him into a better spot for the rest of the game. Because of his 2 def, he goes down quick once you get him and against bonding armies that can use the hero to punch through a shadow screen, and then squad figures replace, this is going to really hurt this army. I think it's also super thematic that the Tentacles could also be bringing him along into the fight or whisking him away when he's in trouble.

It was also mentioned that the last few points (50pts) of the army might be best utilized for some range support like the MW's. They were just facing melee this run through, but a run-and-gun unit like MW's would help grab a few early kills and distract the opponent. Or, be a strong cleanup if things go south too quick. Despite the terrible dice, it was still a good playtest.

Special abilities
Tentacle Grab activated every time (5/5) including a last ditch effort to save a surrounded Xundar. Got him out of a sticky situation for a turn before he got chased down...but thematically it was awesome. Shadow Hunting activated 4 times and killed all 4 times. I was able to Grab Valguard next to height, engaged with 2 shadows and then took 2 Hound from Height and rolled 6/6 and 3/6 on my attacks and Valguard only rolled 1/4 on defense both times and fell in 1 turn. It was pretty epic, but at this point it was a last ditch effort for me. Valguard had just run in to punch Xundar for major wounds. Used the Demon SA about 4 times and it killed on 2 of them. Xundar did summon 1/1 on a Shadow Binder.

Summary
We wanted to see this army against strong melee. Against strong melee bonding squads, this army struggles. They thrive off of buffing each other and the best way to do that is by getting a Binder to Grab in a figure...but then that limits attacks to that figure alone, which necessitates the Binder getting into the thick of it somehow. Even then, the Binders aren't likely to get kills, so it's more likely you'll really only get 2 good attacks with 2 good kills (unless your Binder gets lucky). This army does like Heroes just like the Thralls do, but they struggle with squads. Their maneuverability is great, but I'm noticing that it takes a very delicate touch to use these guys. I tried to fly out early with Demons and gain map control on height, but they just aren't suited for that. The style needs the Binders and Hounds out early to maintain a front and then follow up with the Demons once the line is established. I also noted that this army struggles when it's strung out. Kurrok's FE's can kinda go off and do their own thing and plug themselves into hordes of enemies while the Shadows require a more disciplined play style of positioning and maintenance. So far, the current stats and abilities do NOT seem OP. I will also say that I'm considering changing the Demons slightly. They don't provide enough of a unique role. They're different but essentially perform the same offensive function as the hounds. I'm considering making their SA an extended SA that has a range of 3. Not sure what the name would be and/or if it would operate the same as the current iteration...but I think that will help give a little more identity to the Demon and its viability in the build.

Special abilities
Tentacle Grab was successfully activated 8/13, and was VERY beneficial in helping the Hounds and Demons use their powers effectively. It was also used to help reposition Xundar which saved him from getting assassinated early game.
Shadow Hunting successfully killed 3/5 times.
The Demon's SA came in big mid/late game and successfully killed 5/6 times.

This game the special abilities were much more pronounced and had a very successful impact on the game, and again so far not game breaking.

Summary
I think I'm starting to get the hang of this army and how it operates. This game I slow rolled out the Binders and Hounds to establish a strong first wave/front while also getting Xundar into position using Tentacle Grabs. The Hounds did a lot of the early heavy lifting to give the army some breathing room and then the demons were perfect to fly in from the startzone to engage in the mayhem and using their SA to thin the ranks. It was very effective, but the occasional kill by a Divider and the Dividing ability came in big with a couple key initiative switches that put Xundar in a compromising situation. Looking back on it, I probably wouldn't have put Xundar in such a forward position and waited for the map control to solidify before shifting him forward. I also think that the moment I got a little breathing room I probably should have been attempting to summon back a Shadow or two in order to replenish the numbers. This game the Shadows lasted pretty well overall, but when you lose 2 or 3 in one turn, it really hurts this army. So far, so good...but I haven't been able to get to a true end game with this army yet. I think the main reason is understanding the complexity of the strategy needed for making this army work.

Special abilities
Tentacle Grab successfully activated 5/7 times. One time it saved Xundar from an assassination attempt, another time it helped catapult another Shadow figure. Both activations that failed were pretty bad timing and it was basically wasted turns.
The Demon's special attack successfully wounded 3/6 times, once on a Hydra and 2 kills for Phantoms.
The Hound's Hunting successfully wounded 5/8 times 1 of them finishing off the first Hydra.
Soul Manipulation activated 0/1 times.
Xundar's summoning activated 0/1 times.

Summary
This game was actually really close until the last round when it all went down hill really fast. The Shadows were doing a great job clearing out Phantoms, but Phantoms kept getting in assassination attacks on Xundar and getting wounds on him. Luckily I was able to get the phantoms down to just 1 squad to force the Hydras to come out. The first Hydra came out and ate 1 hound but then got swarmed and taken down. At that point though, there was a key initiative switch and Phantoms took a risk on Turn 1 to grab Valda and get just 1 attack on Xundar to steal OM's for the rest of the round. The final Hydra then came in and ate the last 6 Shadow figures. This game was a lot more close and should have been won by the Shadows if I hadn't realized the phantoms could grab that initiative switch to finish off Xundar. The Binders are definitely a key part of this army as they allow repositioning of Xundar, and also the ability to catapult another shadow figure farther up. The only downside to the Binder's is that you give up power of attacks for repositioning. So far, these guys are super fun to play and look great on a map and are very thematic.

2 Grabs were for repositioning Raelin, 1 Grab to position Xundar, 1 Grab was used to "catapult" a Hound, 1 was for getting a Zombie off of a glyph and the rest were just repositioning opponents figures

- Demon SA: wounded 7/9 all on zombies
- Shadow Hunting: wounded 7/11 times 1 of them the final hit FTW against DW9K
- Xundar's Summoning activated 2/2 1 while on shadow

Summary
Zombies swarm but slow roll, and because of that I had enough time to prepare and set myself up for the onslaught. That didn't help too much as I got 2 early kills but he "reborned" them right back and was ready to swarm me with 6+ zombies in the vicinity. I got a key initiative switch though, and using the Binder got a zombie out of position and got 3 very important kills. He then got into position and rolled 4/6 but I blocked with a Raelin-backed Binder rolling 4/6. That was a huge game break because right then I started to roll. I was able to kill 3 more zombies the next turn, putting him out of position and hurting for number of attacks. He still had 8 zombies and DW9K but I had board control and kept getting initiative. As I got some breathing room I brought back my 2 dead shadows but even as I swarmed him using their abilities, he was able to blow up 2 and defend all the attacks until I finally punched through with a Hound rolling 5/5 on it's shadow hunting attack, felling DW9K.

Thoughts:
I finally won a game with these guys! This game was super fun, and I was really getting a hang of their abilities and how to pull off their combos together. It was extremely satisfying to use them all together and see how they build off of each other...very thematic. The main difference in this game from the others was that Xundar did not get swarmed or assassinated too early... I was able to keep him safe and away from attacks. Raelin definitely helped in this matchup because it forced the zombies to use their special to punch through the defense, but that's only 1 attack per turn and that really limits how many zombies you can bring back when I'm killing them much faster. The main thing I'm thinking about right now is the Binder's ability to grab ANY figure. I'm aware the potential there is to Grab a hero 3 times and shift them across the board, isolated and out of position, but so far I haven't seen that. The chances of doing that aren't great as that would take an extreme amount of setup, and it also would be ill-advised because of the heavy attacks you give up. Binder's aren't great attackers and so you put a lot at risk if you were to spend activations trying to setup a perfect scenario to Grab a figure across the board. Rather, the greater concern I think would be using turns with Binders to position Raelin. I think it's absolutely necessary for this army to be able to shift Xundar if he's in trouble, but I'm not sure about Raelin. I'm thinking of limiting it to "non-flying" units so that you can still "catapult" a hound, wraith or binder, or shift Xundar but still forces the player to sacrifice an OM for positioning Raelin. Outside of that, I'm seeing these guys working out REALLY well, super fun and so far not game breaking.

Summary
I think I will be adding "non-flying" clause to the Binder's Grab. It's just too powerful to reposition Raelin wherever you want and her only sliver of balance exists in the fact that you have to waste an order marker of developing you army in order to position her. I don't have much to say on this one other than that this was a fairly good showing for the Shadows. They've had another good run (albeit against a pretty low tier unit), and I'm excited about how they're looking. I really didn't use the hounds this game because even with the low defense I just wasn't getting enough power and positioning with them. Demons were great for chasing ranged units and then bypassing Tough and even minusing defense when I was able to get another one nearby.

The only thing mentioned by Bigga was that Xundar probably ought to be priced at 130 simply because as-is he is looking better than Kurrok based off of their abilities. I think I'm inclined to agree, though I hesitate to price him at 130 because of the bad Juju associated with that price point

Summary
Drones swarmed Raelin early and took her out by turn 3 of round 1. This was pretty bad because the rest of the game I had to overcome that deficit. That said, Trex overextended himself a bit doing it and I was able to get in some solid kills for the next couple rounds and make a solid comeback with strong map control. I felt pretty confident about my position because he only had 5 or so Drones left, but then he got 2 D20 rolls that allowed him to activate up to 6 figures and he was able to get some big kills on my shadows, as well as 1 rebirth. From there on I really couldn't overcome that and slowly lost 1 Shadow after another. Near the end I summoned 1 Hound back, but he then got killed the next turn. Marcu on the other hand almost had a huge comeback. He picked up a permanent Def +1 treasure glyph and started killing all the drones. If it weren't for a couple rebirths by the drones, Marcu would have killed all of them and started on the heroes. But, a couple betrayals kept that comeback from happening.

Thoughts
These Shadows are strong and scary, but not as much as people think. The synergy is awesome, thematic and fun but you have to play them carefully in order to do well. So far, they are far from OP, despite what their stats or abilities may lead you to believe. They have incredible potential, but not enough to break games. The other thing to keep in mind is the price of these guys. When you lose 1, you take a big hit. Against 3 and 4 figure squads who could kill 2 or 3 of these guys in a turn, you're looking pretty good cause 3 of these figures cost 90 - 105pts...which in squad scape tend to be high potential squads but not as competitive and strong as some of the cheaper/weaker squads who spam/swarm by numbers. I'm feeling pretty good about the baseline I've established with these guys...now to try them with some range support...

Summary
Krav were nullified this game by the speed of the wyvern and spiders. I didn't expect to win this because of that fact (and the fact that I was playing Kevindola), but I still tried to open with the Krav to assassinate the initial Wyvern and hope to get a quick upperhand. Unfortunately when you trust the dice, it doesn't always work out. The Krav quickly fell, only killing 2 spiders and 2 wounds on the Wyvern. After this I tried to pull out Shadows to turtle into position, but Kevin's setup was too strong. He'd sit with his spiders on height and have his wyvern's close enough to me that any Shadows I moved up into position he could just Talon Grab back into Andasks Aura and assassinate one at a time. Knowing he would just do this 1 kill at a time rather than assault my position, I opted to charge his position. That got me 1 spider kill and 2 dead Shadows. With only my Binder and Hound within range of an attack and both my Demons still in my Start Zone, I conceded. Even with his speed and numbers he was more willing to wait on me to attack or pick me off one-by-one and I just couldn't compete with that unless I just sat back re-summoning my guys each time he grabbed them out of position and assassinated them. But, that's not a very fun way to play...though I probably should have just to see if I could exploit Xundar turtling.

Thoughts
As shown above, there really were no opportunities to see the Shadows specials operate this game. Kevin really gave no good opportunities for me to pull them off and played a very conservative game. But, that's how you beat this army. Force the Shadows to come to you and you should be able to string them out rather than sending your guys into a shadowy grave. An opponent that understands they need to keep their distance (even if they have the speed), should be able to handle the Shadows and make them get out of position. Krav normally would have been able to help with the opening of the game, but again, the speed killed them pretty easy. They might have been more handy mid-game once I'd established my Shadows a little more, but I was hoping for an early advantage instead...didn't really work out.

On Hold

Spoiler Alert!

"chewin' on it"...not quite sure the direction I want with this one.
Availability dried up
Their main ability is more useful for a common squad...doesn't come much in handy near the end of the game since this is a filler squad. Might need to rethink this design.

hahah...don't worry the wait will be worth it. I've got some pretty cool stuff (at least I like to think so ) and I should be ready for my first post today. I've got a number of projects in the works...but today should be my first official post. Likely afternoon...gotta make some finishing touches.

Astaroth: Good normally, nearly unkillable on lava maps. Does Molten Flight replace her normal attack? Barduk: Thick Skin is good but 4 life isn't. The wording of Charging Fury confuses me. Seems like you could remove the first sentence of it, since that's a given for Special Attacks. Barrone: Odd choice of General, lore considering. He's quite powerful, but encounter any ranged foes and he'll be gone quick. Cpt. Moroni: Quite powerful with the Omicron Snipers. Call To Arms is darn good with no range cap. Do engaged figures take passing swipes when he summons them? Coyle: Fresh Air keeps him from being invincible, but it seems like it'd be simpler just to remove it and make it so Water Stealth only protects him from Ranged Attacks. Deathly Duo: How do you keep track of a Squad figure's individual life, especially when they both use the same sculpt? Easur: Simple yet effective. Raelin's face on that Shade is really weird. Fallen Hero: Made Of Bones is interesting, with only 2 Defense it's no sure-fire safety. Gadianton + Robbers: Typically the Squad is the one with the bonding. Why are they Small and not Medium? Ghiliel: Among The Trees is potent, but Will To Live is confusing. Glanion: Probably my favorite of the bunch, I can imagine this guy being fast and furious on vastly hilly maps. Gorrok: Death Walk is interesting, especially with 12 Life to spend, and Death Touch is probably better over 3 Attack any day. 190 seems like a bit much, perhaps. Knuguk: Great mod on the Drudge. Why not just give him 8 Life and make Double Head activate when he's got 5 or more wounds? Minions of Ast: Another good paint job. Lava burrow is potent, but they're not likely to last too long, even with rebirths. Og'ulai: Lifeblood is potent, and 6 Life/4 Defense means that he's not going to die any time soon. 95 seems a bit low considering that. Ryka: Creepy sculpt considering it's just the lower half of KMS. Ensnare is extremely complicated.

(I just now realized these were alphabetized)

Sons of Helaman: Interesting, sort of like the Tarn but reviving instead of moving. Hard to say how long they'll really last on the battlefield. Teancum: Spear Throw is mighty powerful. Otherwise decent. Thannor: What is the range on Sure Shot? Relentless Volley is also immensely powerful. It's a good thing he's not too durable. Nameless Servant: I'm so confused.

Wording's a bit of an issue, but I've got to say, though, you've got some pretty impressive paint jobs and resculpts in these.

@TheAverageFan
thank you for your comments and feedback I really appreciate it. Below are my comments and responses...

Astaroth
-I agree...molten flight should be in place of a normal attack so that she can't attack all figures while moving and then do a normal attack - good point...with lava defense...I'll just change to when rolling she'll add one automatic shield

Barduk
-Yep...I'll take out "barduk may use his..." (reword movement special)
-so, I'm a little confused, are you saying you think he should have more life?
-yep confusing wording - will simplify

Captain Moroni
- good point about the range cap...I may consider putting a value on that
- figures should receive passing swipe...will revise

Coyle
-Fresh Air keeps him from being invincible, but it seems like it'd be simpler just to remove it and make it so Water Stealth only protects him from Ranged Attacks Great insight I AGREE!!

Deathly Duo
-hhmmmm great point...well stated....maybe do a special similar to the Warmongers exoskeleton?

Easur
- hahah...I'll admit it was one of my first custom's....I wanted to make it more of a humanoid shade...but it didn't really work out lol

Fallen Hero
- good point...maybe 3 def?

Robber
-size I think was an oversight to be honest...good catch
-bonding...I thought I'd change it up

Ghiliel
-was will to live too complicated? do you kinda get what I was going for? ways to fix it?

Glanion
-ditto...I really like him too , really fun to play with

Gorrok
- honestly he's one I'm still working on...haven't quite figured him out...a friend came up with his concept...and he's subject to change...we're reworking him

Knuguk
-haha...great point...that's an easy way to keep track of it...lol...thanks...I'll make that alteration.

Minions of Ast
-Yes. and I've play tested them a lot and you're right, they've proven
strategic but even with rebirth tend not to be too over powered

Og'ulai
-Now that you mention it...I think when I've playtested him, he hasn't died...I think you're right....his points should be much higher for that kind of special...good catch.

Ryka
-Yeah, it has been a little confusing when playing with her special...how do you think I could simplify and yet still make it effective? take out the second half about being able to attack after an effective ensnare and just leave the ensnare?

Sons of Helaman
- During playtesting they actually do quite well, and pretty balanced. usually get a revive once or twice in game and their defense is good enough to help them do okay.

Teancum
- Yep. He's for the quick in-and-out attacks...because in playtesting once he's engaged he doesn't last too long...but he's really good for quick, flash attacks and retreats.

Thannor
- Sure shot right now is the same range...but I'm probably going to change the special so that it's an unblockable attack with just ONE dice with a range of 8 or 9 if he doesn't move that turn.

Nameless Servant
- HAH...it is a lot of words. Conceptually, I just wanted to create a character that everyone could benefit from. Essentially he follows the hero around the board giving them bonuses, and if his hero dies, the next closest hero assumes control

Look forward to your response!

Quote:

Originally Posted by TheAverageFan

Wow, you weren't kidding, that's a lot. Here's my basic feedback:

Spoiler Alert!

Astaroth: Good normally, nearly unkillable on lava maps. Does Molten Flight replace her normal attack? Barduk: Thick Skin is good but 4 life isn't. The wording of Charging Fury confuses me. Seems like you could remove the first sentence of it, since that's a given for Special Attacks. Barrone: Odd choice of General, lore considering. He's quite powerful, but encounter any ranged foes and he'll be gone quick. Cpt. Moroni: Quite powerful with the Omicron Snipers. Call To Arms is darn good with no range cap. Do engaged figures take passing swipes when he summons them? Coyle: Fresh Air keeps him from being invincible, but it seems like it'd be simpler just to remove it and make it so Water Stealth only protects him from Ranged Attacks. Deathly Duo: How do you keep track of a Squad figure's individual life, especially when they both use the same sculpt? Easur: Simple yet effective. Raelin's face on that Shade is really weird. Fallen Hero: Made Of Bones is interesting, with only 2 Defense it's no sure-fire safety. Gadianton + Robbers: Typically the Squad is the one with the bonding. Why are they Small and not Medium? Ghiliel: Among The Trees is potent, but Will To Live is confusing. Glanion: Probably my favorite of the bunch, I can imagine this guy being fast and furious on vastly hilly maps. Gorrok: Death Walk is interesting, especially with 12 Life to spend, and Death Touch is probably better over 3 Attack any day. 190 seems like a bit much, perhaps. Knuguk: Great mod on the Drudge. Why not just give him 8 Life and make Double Head activate when he's got 5 or more wounds? Minions of Ast: Another good paint job. Lava burrow is potent, but they're not likely to last too long, even with rebirths. Og'ulai: Lifeblood is potent, and 6 Life/4 Defense means that he's not going to die any time soon. 95 seems a bit low considering that. Ryka: Creepy sculpt considering it's just the lower half of KMS. Ensnare is extremely complicated.

(I just now realized these were alphabetized)

Sons of Helaman: Interesting, sort of like the Tarn but reviving instead of moving. Hard to say how long they'll really last on the battlefield. Teancum: Spear Throw is mighty powerful. Otherwise decent. Thannor: What is the range on Sure Shot? Relentless Volley is also immensely powerful. It's a good thing he's not too durable. Nameless Servant: I'm so confused.

Wording's a bit of an issue, but I've got to say, though, you've got some pretty impressive paint jobs and resculpts in these.

Hey guys! Finally got around to starting up on some NEW customs! The old ones are still under revision and play testing...but I've got 6 new ones I'm pretty proud of so gimme some feedback and lemme know what you think! Check em out in the OP's "In Process" section.

Nice to see another batch! It's been awhile (but then again look who's talking...)!

Gormuun: Good use of the figure. Can't go wrong with Cleave, although the reduced attack is odd. Is it a Special Attack? The Melee Defense is also cool. Grim Reaper: I really like the mechanics with this one. Great for use with Shades and Phantom Knights. I might have to give this one a try. Ranger of Ekstrom: What's the point of his Special Attack when it has the same Range and Attack value of his Normal Attack and no other powers? (oh wait hold on it's Attack 5 and Range 2, not the other way around, sorry about that) Brotherhood is a really cool idea too. Hulgrim: Hidden Dagger is a neat idea to salvage whiffed rolls. Fortunately the chance of backfiring keeps it in check. Dworbak: Hammer Hurl is pretty cool. Bonus points for Dwarf anti-large/huge theme.Sir Gildor: Very cool unit. Durable and powerful without being too much of either. Hard to say which is my favorite between this guy and the Reaper.

Cleave
Attack 4. When Gormuun attacks an adjacent figure, you may choose one squad figure that is also adjacent to Gormuun. If the defending figure receives any wounds from Gormuun's attack, the chosen figure receives 1 wound.

Battle Rage
If Gormuun is engaged with an opponent's figure, add 3 to his defense.

Harvest of Souls
Any time an opponents figure is destroyed within 6 clear site spaces of Grim Reaper, place a soul marker on this army card. The most soul markers that can be on this army card is 6.

Bring Forth
Before moving, you may place up to 3 previously destroyed undead squad figures within 3 spaces of Grim Reaper. For each undead squad figure placed adjacent to Grim Reaper, remove 2 soul markers from his card.

Discarnate
Opponents figures must be adjacent to Grim Reaper in order to attack him with a normal or special attack.

Javelin
Attack 5. Range 2. Javelin special attack may only be used against an opponents non-adjacent figure.

Brotherhood
If a Ranger of Ekstrom is destroyed you may immediately take a turn with up to 2 other Rangers of Ekstrom that you control. Any Ranger of Ekstrom taking a turn must be within clear sight of the destroyed figure.

Hidden Dagger
After attacking if the defending figure received no wounds, you must roll to 20 sided die. If you roll 1-5 Hulgrim receives one wound, if you roll 6-20 the defending figure receives one wound.

No Shield
Subtract 2 from Hulgrim's defense anytime he defends against an attack from Large or Huge figures.

Quick Hands
Jonathan Wild may pick up Treasure glyphs without rolling for the trap and may continue movement after picking one up.

Elusive 10
If Jonathan Wild is attacked with a normal attack and at least one skull is rolled, roll the 20-sided die. If you roll a 10 or higher ignore that attack and move Jonathan Wild up to 4 spaces.

Summoning
Before moving roll the 20-sided die, if you roll 9 or higher you may place one friendly figure adjacent to Sekron the Sage.

Spell of Aging
Range 5. After moving and before attacking, choose a Unique figure within 5 clear sight spaces and roll the 20-sided die. If you roll a 13 or higher subtract 2 from the chosen figures movement for the rest of the round.

Combustion
Attack: 3 Range: 5 Choose a figure to attack. If the chosen figure is destroyed, all figures adjacent to the chosen figure must roll one attack die. Figures that roll a skull receive 1 wound.

Strength in Numbers
When defending against an attack add 1 additional defense die, up to a maximum of 3, for every Orc Wizard within 3 clear sight spaces of this Orc Wizard.

Swift Judgement
After moving and before attacking, choose an adjacent small figure. If it is a squad figure, destroy it. If it is a Hero roll the 20 sided die. If you roll a 17 or higher, destroy the figure.

Reinforcements
After taking a turn with Venoc Scout, if he is engaged with at least one opponents figure roll the 20-sided die. If you roll 15 or higher, you may immediately take a turn with up to 3 Venoc squad figures you control.

Slither
Venoc Scout does not have to stop his movement when entering water spaces.

War cry
Instead of attacking, roll the 20-sided die. If you roll a 9 or higher all Human Warriors you control add an additional 2 spaces to their movement for that turn.

Wounded Strike
Immediately after Bhaltair MacDirk receives one or more wounds from an opponent's, adjacent, normal attack you may roll 1 die on the attacking figure. If you roll a skull, that figure receives one unblockable wound.

Superior Intelligence
Anytime you reveal a numbered order marker that is not on (dragon), instead you may take a turn with Sorrilth the Dragonlord.

Foresight
At the beginning of each round, after order markers have been placed, randomly select one of your opponents order markers and reveal it to yourself. You may do this with any or all opponents.

Stealth Flying
(word-for-word)

p.s Thanks
@TheAverageFan
for already commenting on the first few...it's always good to hear your input.

Not sure what the name will be, help on that?
Adding a 4th ability is never something Iíve wanted to do. But here I think itís necessary and okay if I make him a Thrall, which is a direction I really like the prospects of.